Maverick Game Engine Comparison Document
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Diep Nguyen, Ajay Dham, Billy Nolen, Jason Alexander, Jason Franks Senior Design I Team 11 Game Engine Comparison (page 1 of 13) Maverick Game Engine Comparison Document Table of Contents 1. INTRODUCTION.....................................................................................................................................................2 2. OVERVIEW OF GAME ENGINES......................................................................................................................2 2.1. 3DGAMESTUDIO................................................................................................................................................2 2.2. CRYSTAL SPACE.................................................................................................................................................3 2.3. OGRE3D .............................................................................................................................................................3 2.4. REALITY ENGINE ...............................................................................................................................................3 2.5. TORQUE ..............................................................................................................................................................4 3. FEATURES................................................................................................................................................................5 4. REQUIREMENTS..................................................................................................................................................12 5. REFERENCES ........................................................................................................................................................13 Diep Nguyen, Ajay Dham, Billy Nolen, Jason Alexander, Jason Franks Senior Design I Team 11 Game Engine Comparison (page 2 of 13) 1. Introduction The following document outlines various game engines’ technical specifications that will be taken into consideration to help determine which game engine to use for our FPS project. The document has three main sections: • Overview of Game Engines o This section gives an overview of the five game engines that were researched. • Features o This section lists the general features of the five game engines. • Requirements o This section lists game engine’s requirements or features that are needed for this project. o Each 3D engine requirement is ranked from 1 to 3. A ‘3’ means that the specification must exist, whereas a ‘1’ indicates that if it is not available, the specification can still be fulfilled in another manner. If the specification does exist it will receive 1 point otherwise 0. Then each value (0 or 1) is multiplied with the corresponding rank and all the points are added up for the various 3D engines that were researched. The engine that receives the most points will be considered for purchase. If multiple engines are within a few points of one another, then we will inspect each engine individually and come up with a final decision. 2. Overview of Game Engines 2.1. 3DGameStudio 3DGameStudio is an authoring tool use to make 2D and 3D real-time applications. It combines the C-Script programming language with a high-end 3D engine, a 2D engine, a physics engine, a level, terrain and model editor, plus extended libraries of 3D objects, artwork and ready-assembled games. Simple games can be created with no programming knowledge by using pre-made scripts. For more advanced or commercial games, user can program using C-script or modify the source code directly. User can import 3D models from cheap tools such as Milkshape or high-end tools such as 3d Studio Max. There are four different editions that can be purchase. Each edition has different features and different prices. Features and prices can be found on their website, http://www.conitec.net/a4info.htm. There is also a team edition that can be use by ten different users as long it is on the same project. In the team edition, the game can be distributed freely as long as you pay the extra commercial license. They do have company support by using email. I email the company five times since March 30, 2005 with questions about their product, and finally got a response on June 10, 2005, so the company support might not be very good. They do have good community support. Most questions on their forums were answer in a decent amount of Diep Nguyen, Ajay Dham, Billy Nolen, Jason Alexander, Jason Franks Senior Design I Team 11 Game Engine Comparison (page 3 of 13) time. Overall 3DGameStudio has a lot of features and seems very easy to use. The only major concern is maybe the poor company support. 2.2. Crystal Space Crystal Space is described as a portable 3D Game Development Kit written in C++. I have to agree with many of the comments that I have read about CS being a feature rich engine and meet many of our requirements, but I am leery of using this engine for our project for the fact that it is still under development and seems to have steep learning curve. There is a Crystal Entity Layer or C.E.L. that is being designed for use with CS to help automate the process of making games, but it is still in beta development. Since CS is still under development and has a high learning curve I cannot recommend this engine for use with our game. 2.3. Ogre3D Ogre3D is an object-oriented open source 3D graphics engine. The engine does not include typical built-in game engine components such as physics, handling of user input and AI. Instead the engine just focuses on 3D graphics and manipulation of a 3D scene. The engine is abstracted well enough so that a programmer does not specifically code for any particular 3D standard format, such as OpenGL or DirectX. From using a few of the tutorials the engine is logically laid out and easy to use. Ogre3D has great community support, which increases the amount of help that we would be able to receive. To use this engine on our project, we would need to integrate the physics library that is available, find a sound library and implement all the fps game code. Ogre3D would be a great engine choice because it’s ease of use and features, but due the lack of time, I do not think that we can implement all the things we need to use this engine. 2.4. Reality Engine The Reality Engine offers many of the tools that a 3D engine can offer to meet the demand of today’s game developers. However, there are some disadvantages as I will discuss below that may stop us from purchasing this product. If Reality Engine is purchased, the license would grant full C++ engine source, example C++ and C# source to the game and tech demos, including demonstration media and scripts, and source to all the editing and compiling tools and utilities. Reality Engine can be fully integrated with .NET scripting languages, allowing programmers and artists to write fully debuggable, IDE-integrated code, from C#, C++/CLI, to VB.NET without the need for a compiler Reality Engine has fully integrated support for physics-based vehicles, including player control, AI, and networking. Reality Engine has an advanced high-performance physics engine. The AI has intelligent pathfinding and decision-making. After doing some more research on this engine and visiting a couple of forums to see what current users had to say about the system, I found that majority of the users gave this a product a 4 or 5 out of 5 (5 meaning excellent). However, I was not able to find much about the ease of use of this product. After reading the forums it came to my attention that some of the current users of Reality Engine are game developers in the real world. Reality Engine website does not publicize the cost of this product, so I thought I would give them a call to find out more details about their product and pricing. Diep Nguyen, Ajay Dham, Billy Nolen, Jason Alexander, Jason Franks Senior Design I Team 11 Game Engine Comparison (page 4 of 13) Having spoken to Reality Engine representative on the phone I was asked what the product would be used for and I had described it to him as much in detail as I could. However, he would not tell me the price of the product and suggested that the Reality Engine would be too much and that I wouldn’t find much support for it. In overall, this seems like a product for serious game developers. Although it does have the features we need for our project, it might be out of the question due to the fact that we do not have the money to purchase it. 2.5. Torque The Torque Game Engine (TGE), created by Garage Games, is a professional, cross platform 3D Engine that is available to the general public for $100 per license. There is also an educational license that could potentially be even cheaper. Its primary use was for a first person shooter that came out a few years back called Tribes 2. With the purchased license, the user gets full access to the C++ source code to modify as they see fit, and if one decided to create a game using it, you pretty much have no restrictions if you wanted to sell it. The engine also contains a powerful scripting language that allows one to modify most game logic without rebuilding a new .EXE. The TGE also comes with other tools that are mainly used to convert various external assets to one that can be used from within the engine. The code for these tools is included also. I have emailed one of the representatives at the company, and received a reasonably fast response (within the same day). He seemed